[dev1093] Enfeebling Magic Resistance Of Monsters

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[dev1093] Enfeebling Magic Resistance of Monsters
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 Siren.Kalilla
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By Siren.Kalilla 2012-02-22 05:03:27
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02-22-2012 04:52 AM
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Gildrein
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[dev1093] Enfeebling Magic Resistance of Monsters

  • Monsters' resistance to enfeebling magic will be lowered.

    While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
    *This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.


*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.
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Battle Balance Adjustments:




Update:
07-12-2012 06:38 AM
[source]
Gildrein
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[dev1093] Enfeebling Magic Resistance of Monsters

  • Monsters' resistance to enfeebling magic will be lowered.

    While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
    *This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.


*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.
As of July 13, this adjustment has only been applied to Legion and Voidwatch notorious monsters as well as field enemies that are not "Impossible to gauge."
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07-12-2012 01:10 PM
[source]
Camate
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We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!

  • Immunity
    In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.

    As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.

    ※The log display for immunity will not be reflected on the test server at this time.

  • “Resist hack” (tentative name)
    We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.

    • When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
    • Resist hacks can build up making it possible to lower the resistance further.
    • The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
    • Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
    • If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
    • Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)

  • Adjustment objective
    The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.

    There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.


We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!
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07-18-2012 02:26 PM
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Okipuit
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Howdy!

I have some follow-up information regarding the enfeebling adjustments.

Immunobreaks will occur on all monsters that have a high amount of resistance. As an objective, this is for monsters where:

  • You can only land spells with Elemental Seal.

  • Monsters who do not have immunity, but spells will not land even when using Elemental Seal.


This has been applied to monsters of all areas on the test server.

※Immunobreaks will not occur on monsters that enfeebling effects can be applied normally. Also, their resist rates will function as they did in the past.

Since this alone cannot address when monsters have complete immunity to spells, we will be working to reduce complete immunity as much as possible, area by area, for each type of contents. Due to the fact that this work will require us to address each NM individually, it is going to take a bit of time to adjust them one by one. Our first task will be implementing this into Legion and Voidwatch.

We believe that with these adjustments the amount of cases where weaknesses cannot be triggered or enfeebling effects cannot be applied due to complete immunity will be significantly reduced.

Also, one of the aims is to make Red Mage’s enfeebling spells much more useful, and as a result of exploring this we decided to make it so that the immunobreak system is only for enfeebling magic skill.
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 Asura.Karbuncle
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By Asura.Karbuncle 2012-02-22 05:06:50
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Something about that last line makes me:



Its like they're saying "We never actually planned on making RDM useful on Endgame, So this is going to cause mass disturbance in the Balance".

Part of me hopes they're just speaking In terms of Gravity and Gravity II, and Bind or something...
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 Valefor.Slipispsycho
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By Valefor.Slipispsycho 2012-02-22 05:07:26
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Why don't they just phase out RDM all together? <_< They've been removing it's purpose from the game for a couple years now. Not that I'm really connected to RDM much anymore or that they have that much of a role anymore, but seriously.
 Bismarck.Sylow
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By Bismarck.Sylow 2012-02-22 05:10:22
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I hope they make Gravity II landable on ***. Accuracy builds, gtfo!
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By Bismarck.Sylow 2012-02-22 05:11:32
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Nevermind, they'll just make things more evasive so that you have to have Gravity II in order to hit it.

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 Asura.Karbuncle
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By Asura.Karbuncle 2012-02-22 05:16:27
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GFDI don't give them ideas Sylow.
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 Valefor.Slipispsycho
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By Valefor.Slipispsycho 2012-02-22 05:16:37
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Actually, what will be RDM's purpose anymore, does it even have one anymore? Are RDM's now just left as healers after a WHM or SMN can't be found?
 Phoenix.Sehachan
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By Phoenix.Sehachan 2012-02-22 05:17:37
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Chainspell stun on Dyna Lord, or something...Idk.
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 Asura.Isiolia
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By Asura.Isiolia 2012-02-22 08:00:57
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Valefor.Slipispsycho said: »
Actually, what will be RDM's purpose anymore, does it even have one anymore? Are RDM's now just left as healers after a WHM or SMN can't be found?

Presumably, this is to try and restore the role of enfeebler in endgame content at all. They're not saying that spells won't require a large amount of accuracy to land, just that most NMs/etc won't be outright immune like they tend to be now.
One issue RDM currently faces as an enfeebler is that by the time you scale up to the point that you'd really need A+ rated skill n' so on, mobs just start becoming immune to spells anyway.

'course, the other issue is that with Atmas/Fanatics Drinks/etc, having the mob swing a little slower or get paralyzed just isn't as big a deal. Plus RDM doesn't have enough that's truly unique, just a little better.
SE could address that with new spells - for example, something to reduce the AoE radius of TP moves, or make them not apply secondary effects. They'd just have to not give them to other jobs too.
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By Aurilius 2012-02-22 08:10:20
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I would have still liked to see AoE enspells. But I don't play anymore, so what do I know?
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By Ragnarok.Sekundes 2012-02-22 08:30:44
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I haven't been on rdm in close to a year for anything more than skilling up and leveling it. Not because I don't love the job but because there's absolutely nothing I can think of that I'd be better off on rdm for instead. Which is precisely why it's still 95.

Perhaps this will help and give me back a reason to be on rdm or perhaps it'll just make it so all the whms can get an accuracy build and go to town.
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By Ragnarok.Ashman 2012-02-22 08:52:26
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This is clearly a Requiem thread, not rdm :x
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By Bahamut.Krizz 2012-02-22 09:03:50
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Asura.Isiolia said: »
'course, the other issue is that with Atmas/Fanatics Drinks/etc, having the mob swing a little slower or get paralyzed just isn't as big a deal.
Could come into play on Legion since strategies will most likely involve holding 1-2 NMs while zerging the other.
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By Quetzalcoatl.Tyrantsyn 2012-02-22 09:52:15
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You know what bother's me the most about this. Enfeebling consider to over powered to go unchecked, yet we have content that allows us to stun a monster to a point that it has very little opportunity to even get a hit in.
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By Cerberus.Forseti 2012-02-22 10:29:15
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Maybe they will make the NMs resistances to enfeebling like the sky gods? i remember even elemental seal + silence wouldnt work on suzaku 100% or something like that, but then a whm could land it next cast without it. Like random as hell.
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By Valefor.Rancor 2012-02-22 10:59:32
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I take this wont apply to blue so the handfull of procs BLU has that never land. No hope -.-
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By Valefor.Rancor 2012-02-22 11:06:56
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Ragnarok.Sekundes said: »
I haven't been on rdm in close to a year for anything more than skilling up and leveling it. Not because I don't love the job but because there's absolutely nothing I can think of that I'd be better off on rdm for instead. Which is precisely why it's still 95. Perhaps this will help and give me back a reason to be on rdm or perhaps it'll just make it so all the whms can get an accuracy build and go to town.

^ Agree
75 RDM was main job
Now its in storage
Job cant nuke (BLM can drop 10k, rdm is happy with 3)
cant cure (Cures for 500, whm cures for 1.5k)
Cant DD (Yeah not sure why I bothered listingthis)
Cant Tank (Cures generate no enmity)
And enfeebles dont even matter (VW stun locked, Abyssea so easy doesnt matter, though before atmas they were nice)
Also the enfeebs in this game are limited to slow and para
2 spells
@_@ Gravity and bind are solo /kite/wemessedup only as it is, and since all mobs have 1000000% movment speed and bind is always broke by the rogue wyvern (Good old loldrg and ragerng shadowbind)

Dia/bio/poison's dot is so small compared to the high lvl mobs hp it cant even prvent their regen
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By Chyula 2012-02-22 11:35:56
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Don't complain atleast rdm will always have a role with Dia/Bio 3, unlike pld will only have a role at holding Zilart VW adds. Back to topic you know its only for Blind adjustment after they boost up the monster's acc first.
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By Bismarck.Rinomaru 2012-02-22 11:41:18
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effect duration may be reduced for monsters with high resistance.


Finally, thank you...
Hojo, time to shine!
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By Phoenix.Darkzeru 2012-02-22 11:43:26
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I wonder if this only applies to the "Enfeebling Magic" Family (Black/White Magic) or does it apply to spells that enfeeble in general.

Like say....requiem for brd (lol)


Unrelated note.....please make Pining Nocturne have some use....
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By Lakshmi.Konvict 2012-02-22 11:43:42
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Who plays RDM anymore?
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By Fenrir.Leoheart 2012-02-22 11:47:41
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Those rare times as a stunner, when required.
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By Fenrir.Leoheart 2012-02-22 11:53:25
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Bismarck.Rinomaru said: »
effect duration may be reduced for monsters with high resistance.


Finally, thank you...
Ukko's fury, time to shine!

ftfy
necroskull Necro Bump Detected! [142 days between previous and next post]
 Siren.Kalilla
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By Siren.Kalilla 2012-07-13 06:49:38
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Update:
07-12-2012 06:38 AM
[source]
Gildrein
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[dev1093] Enfeebling Magic Resistance of Monsters

  • Monsters' resistance to enfeebling magic will be lowered.

    While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
    *This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.


*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.
As of July 13, this adjustment has only been applied to Legion and Voidwatch notorious monsters as well as field enemies that are not "Impossible to gauge."
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 Siren.Kalilla
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By Siren.Kalilla 2012-07-13 06:56:39
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07-12-2012 01:10 PM
[source]
Camate
Community Rep

We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!

  • Immunity
    In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.

    As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.

    ※The log display for immunity will not be reflected on the test server at this time.

  • “Resist hack” (tentative name)
    We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.

    • When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
    • Resist hacks can build up making it possible to lower the resistance further.
    • The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
    • Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
    • If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
    • Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)

  • Adjustment objective
    The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.

    There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.


We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!
Subscribe
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 Fenrir.Leoheart
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By Fenrir.Leoheart 2012-07-13 06:59:03
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Resist hack.................................. DIA
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By Phoenix.Lillicarnage 2012-07-13 07:12:02
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"resist hack"

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By Enuyasha 2012-07-13 07:19:56
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Phoenix.Lillicarnage said: »
"resist hack"

A Log.Dat has been added to your inventory.

:<

anyway, not that anyones going to use enfeebling magic (even though no matter how much people say it doesn't help, it does.) This is a nice thing to see :<
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 Lakshmi.Chilzen
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By Lakshmi.Chilzen 2012-07-13 07:45:54
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It's KINDA a step in the right direction, but with the hack element being added, basically further pushes RDM away from the one thing they used to have going for them. Bit opposite of how it used to work, where as their resistance would build, you wanted a RDM to be able to reliably land debuffs due to the skill difference. Now every Jane Doe WHM and Joe Blow SCH can just keep spamming until they unlock the hack effect, then from just keep stacking it from my understanding.

Was going to say negative stuff in relation to them removing the immunity to select mobs, but after seeing they're doing it on VW and Legions mobs, aka current content, I'm honestly quite pleased now, as it gives hope that they don't just plan to free up content as it's phasing out. Figured they were gonna just remove the immmunity on mobs made past the latter half of WotG up to Abyssea, but nope, current content is getting tested on it. Also loving the idea that they're gonna give a message that more or less lets us know that we're wasting our time casting something on a mob, instead of the old way of constantly getting resisted messages and having to speculate if such and such is immune to this or that until someone with an uber gearset cleared the air of such questioning.

Hum, so guessing they're gonna leave the build resistance in for other spell types still like Dark, or else we'll be seeing some game breaking stuff involving stuns?
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By Enuyasha 2012-07-13 07:55:51
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This wont affect Stun..and as Stun is a tide turning spell, Im sure they wont even consider making an adjustment like this for Stun or Stun effects.

Also:

Quote:
Resist hacks can build up making it possible to lower the resistance further.
The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.

Not just ANY sort of spamming will do....so if nuubermcgimp1 spams paralyze to lower the paralyze resistance and it happens to land...you are just going to floor your chances of Paralyze effects landing again. So, its not just "spam til it lands." its "spam tactically so you can land the effect but dont over spam."
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